Vitaly Turovsky
2055579b72
feat: finally add block RESCALE support! Cobwebs and ascending rails are now rendered correctly
2025-06-25 15:22:07 +03:00
Vitaly Turovsky
f126f56844
fix: fix visual gaps between blocks of water!
2025-06-18 16:57:03 +03:00
gguio
785ab490f2
fix: restore minimal and full map ( #348 )
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Co-authored-by: gguio <nikvish150@gmail.com>
2025-05-18 09:58:52 +03:00
Vitaly Turovsky
f76c7fb782
fix: water now supports lighting when its enabled
2025-05-08 19:51:42 +03:00
Vitaly Turovsky
813c952420
fix: fix lava rendering
2025-05-01 12:53:44 +03:00
Vitaly Turovsky
14ad1c5934
sync fork: add a bunch of not needed side core features like translation
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AND fix critical performance regression (& ram)
2025-04-23 05:55:59 +03:00
Vitaly Turovsky
a0bfa275af
lets be safer and use 32array
2025-04-19 00:43:31 +03:00
Vitaly Turovsky
193c748feb
fix: add chunks a little faster on low tier devices: use indicies
2025-04-19 00:43:20 +03:00
Vitaly Turovsky
bf790861d9
fix: finally fix plants rendering in underwater and near water!
2025-04-10 01:20:29 +03:00
Vitaly Turovsky
31d5089e9c
should fix rare case when some tiles are not rendered
2025-04-09 05:50:39 +03:00
Vitaly Turovsky
33debc1475
feat(experimental): make loading chunks as smooth as possible by delaying work to get more rendered fps at that time. It helps to eliminate massive fps drops on big chunks of data, however might introduce new possible race conditions.
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Also disabled full maps completely because it was hard to optimize atm.
Now chunks load ~30-50% slower but smoother. Note that using waitChunksToLoad settings remains unchanged - time is the same
2025-03-26 03:48:22 +03:00
Vitaly Turovsky
fa9c0813c3
fix: seagrass and kelp are always waterlogged
2025-02-27 05:17:18 +03:00
Vitaly
f96673bc17
rename prismarine-viewer dir to renderer to avoid confusion ( #269 )
2025-02-08 14:17:27 +03:00